Showing posts with label Best way to start Battle Pirates. Show all posts
Showing posts with label Best way to start Battle Pirates. Show all posts

Wednesday, July 13, 2016

Day in the Life of a New Battle Pirates Player July 13, 2016

Raid Week!


The raid is this week, I had someone offer to help me get 3 million points this raid, and I turned it down. If you have been following the blog and are working as hard as I am, you might get an offer as well. You might be able to if they prep for you decently and you should take it. Why? Well, you could get some good stuff to give you a leg up on your competition.

What should you take as a low-level player if this is the case? That is quite easy as far as I am concerned.

First I would take the Rhino, with this hull you can put any missile on it and have a good tank to lead it through the weekly and help your game a bunch. Or, you can just use it and go to town. Second I would take the Trident missile. Why? Well, chances are you do not have any real siege missiles yet, and this missile is quick to build. Works as a part time anti-missile and has high damage. Then I would take the D4-M because it will help against the Missiles in the weekly. You will have enough anti-morts to clear the mortars, and you can use the Ablative armor special to increase the resistance to explosive and protect against the frostbite turrets.

Some might want you to take the Enforcer, D104, and the Fusion charger. All those are good choices too, and I am tempted if I was in my mid-50s and needed some help in base defense and already had the rhino. The rhino will change your game and put you on solid foot going forward. You can use it in many situations, including base defense.

If you are not doing the raid

You might decide the raid is not for you and this is OK! You can do the campaigns and get some decent gear to help you advance your game. You can also upgrade warehouses, labs, and get ready to upgrade stands to level 4 or 5 after you do the needed research.

For me going forward the next week


Right now I am upgrading warehouses to make room so I can do the Dread build, I will be upgrading turrets to level 4 at least and hopefully level 5. These goals mean that I am working on the labs to level 10 and getting needed research done. Remember to pick and choose and only take what you need to open stuff up or that can help you right now.

As always leave a comment if you have a question and I will answer as soon as I can. Have a great raid all and I will see you next week!

Sunday, July 10, 2016

Day in the Life of a Battle Pirate Player July 10, 2016

Weekly Cracked for New Players

I finally succeeded in getting to 150,000 points in the weekly, took me a couple of weeks to get the fleet worked out, and it does require more than previous Forsaken Mission content. This change is not a horrible thing; I am still not happy that new players do not have a means to do the weekly right out the gate like they could in the past. It would be that the advice I give was getting the battle barge A from the campaign, toss some thuds on it, best engine and get the reactive armor one minimum.
That simple build would help them get Tier 1 within the first week, and they would be well on their way to getting conventional technology. Now that is not the case it is going to take a new player about 40 hours of total game time to get to a point to do the weekly to tier 1. None of the older players I know think this is a good development for the game, and we hope that Kixeye will rethink the Forsaken mission strategy they released and maybe brought back the old 27’s for the new players to hit for their Tier 1 prizes. Maybe level lock them so that higher than 40 cannot hit them? I think that would be a good compromise and keep the current integrity of the Missions at the point they are now.

Yes, eventually a player will be able to do the FM and start on that path. It will take some work, and they might be level 30 before they even get to starting it. Here is how I did it.

The Plan

I used two fleets, and it is not pretty, and it still resulted in about two hours of repair for 30K points. I will describe the research and technology needed first and where I got it.

Advanced lab research


  • Ablative armor 2 – Advance lab level 8 (requires Outpost level 5)
  • Engine 2 – Advance lab level 8 (could maybe do engine 1, but the player will take a bit more damage as the player drives to the platforms.


Those two pieces are the most important, the reasoning is that the targets have frostbite turret, and it has explosive and splash. So, it is important to protect ships from that turret as the player on the platform waiting for the stands to die. The player sees the stands are level 7, and that means they have some health.

While the player is upgrading the outpost, warehouses, labs to get to that point. The player is going to want to make way through the campaigns. You will want Levi-A at minimum, second prize pack of the shell the shore for the D2-E armor; you can get by with the Shockwave N mortar if you wish, or you can go for the Shockwave L mortar in the first prize pack of death grip. The refit from Diplomat mortars to one of those mortars is about 2 hours a piece.

That fleet will be your primary fleet for the weekly. I had to use two because, well I have not refitted the armor yet. That will be done soon though and then I will do a video. This lack of armor is why I had to use the second fleet. The second fleet I used was a Battle Barge A with Thud IV, D2-e and Reactive armor 2.

Huggy link to the Levi build

Huggy link to battle barge A build

Huggy link to first Mauler build

Wrap up

While it is possible that a new player can get started on the weekly, they are looking at roughly 40 hours of play time to get the required technology from the campaigns and research labs/upgrading everything. It will not be a fast advancement on the player’s part, but it will become a reality if prioritized in the beginning. Once I get the fleet finalized with armor and after the raid, I will have a video placed. The huggy mauler build includes a refit that I plan because I will get the weekly twice this week.

Also, because of this development, I have all the necessary requirements to build the Dreadnought. I need to upgrade warehouses though as it is expensive to build, but it is pretty quick, and that is a beautiful thing. I will share that build soon in a separate write up once I get to start doing the weekly with it.

The last thing I want to cover this week is the Raid coming up. I know many will tell new people the raid is not for them. I agree with this; you will bang your head against the wall at this level and get frustrated. That does not mean not to try the targets, though, go and hit a few of the lowest level target. Maybe your instant repair fleets and sit time can get you a prize. Worse case you do not have time for it, best case someone sees you trying and offers to prep you a target or two that you can kill for a couple of prizes. Do not beg for help; this will turn other players off to you personally. Do not expect someone to spend their raid carrying you to the top prizes. I am here to help you become self-sufficient, and it is a long road, but it is rewarding, and the knowledge you will gain will put you far ahead of those that beg for everything in your sector.

As always questions? ask below and I answer as soon as I can. Have a good Sunday everyone!

Saturday, July 9, 2016

Some Battle Pirate Wisdom from a long time player

BP Priorities 

George Argyropoulos July 9, 2016


And so, with another raid upon us, we should take a moment to reflect and review in-game priorities.

I have a rather strict view of priorities in this game. Some aspects of the game overlap and wash into other areas of Battle Pirates and so I think it is important to make sure that you have a good solid foundation from which to grow and advance your game.

While aspects of the game change, these priorities seem to have held over time.

1. Forsaken Mission
2. Raids/'Chores'
3/4. Baser/Base Defense

1. The basic premise of this list goes like this: The FM prizes and possible tokens that are available in the FM have consistently driven the tech in the grand scheme of designs in the game. If you can't do this aspect of the game, you are compromising yourself, your viability and fun in Battle Pirates. The FM is always the priority when choosing prizes in the raid.

2. Raids are, by their very nature, the events that push the tech envelope forward. The FM prizes sometimes revolve around Raid offerings etc. The raids are second however because of the sheer volume of content in the FM as opposed to the Raids. What we have seen lately is a bleed over from raids to FMs and chores (like the TLC), so this is a very close priority to the FMs.

3./4. Depending on your preference you might go base hitting or base defense. Traditionally, the trend was always base defense first. If you are in the enviable position wherein this is a choice you have, be thankful you are caught up. When you are here, the game is much easier and far more fun.


Your raid choices and precious time in your shipyard should revolve around these priorities fully. Especially when you are in an alliance and you are receiving (or paying) for help, you need to think ahead and ask yourself two things: 1. What will give me a larger boost the most in my day to day gameplay and 2? What is going to help me and the alliance long term? What will reduce our costs and improve our overall game-play the most? If you can answer these two questions and apply those solutions, you will find the game enjoyable.

George Argyropoulos is a freelance writer for specsworld.co 

Wednesday, July 6, 2016

Ask Specs Anything July 6, 2016

This week’s question comes from Warhead, and he asks;


Hey Bro,

After a month now have you updated your Vendetta build? I am about to start, and I want to make sure nothing has changed.


My response is below;


Hey Bud,

I have changed a few things from the initial idea behind the build, not much mostly to help combat some weakness I have seen in those bases I have watched being hit by others. So, if I were you, I would look to try to boost evade and use the Agility System 4. The slow resistance will be handy in dealing with some of the issues I have seen. Evade is useful in reducing the damage from the launchers. They might not boom, but those shots can still hurt from a legend ranked Enforcer.
Here is my new updated build and what I am refitting too as soon as I finish the last Apollo.

https://www.dahippo.com/bp/ship/#!30NI01R1R1R6Q34396M5PC2C2C2C2C2C2C20ZZ0ZZ0ZZ0ZZdC

With full retro you will have 39% evade and while that is not great, it is far better than the negative you start with and will help in keeping the vendetta alive against many different ships you might face when hitting bases.

Hope all is well with you and the family and let me know how this goes for you

Feel free to send me a question if you have one, or post below have a great day everyone!

Specs! Help us stop these Revenge and Vendettas!

There is a new tool in our arsenal that you might have to combat base hitters.


OK, Lots of people are contacting me in the game and wondering how I am stopping the revenge and vendettas hitting my base. After many attempts on my base and many hits by myself on others I can say that I have found a few ways to combat this growing menace to our waters.

I will point you back to my original article on this subject last month, and all that still works. I have found a new trick to stop the growing number of legend ranked baser that combines all of that in that one post and at least one of the follow hulls.

https://www.dahippo.com/bp/ship/#!306E0292929295Y2M0000ALALALALALALALAL05U0292929295Y2M00ALALALALALALALAL05O0292929295Y2M00ALALALALALALALAL060029295Y2M0000ALALALAL00000006O02929295Y2M0000ALALALALALALALALdC

Any one of those will boost your base defense and help against the Vendetta and even the Revenge. They will either have to pause and take them out from a distance, just make sure that you are hitting that area with Executioners, Apoc or other mortars, and explosive/corrosive damage turrets.

I also intentionally left two slots empty on the special slots so that you could customize the build to fit your personal tastes. You could go with the Cryo battery that will help lower your attackers defense and slow them down a little. You could go with a resonance battery and put in the Vendetta or something else to power it. You could do whatever you desire with those two slots.

I hope this helps some with another tool you might have laying around in your arsenal to aid you in the fight against the rampaging base hitters. Just make sure you take care to protect against subs.They can still sub you out and then all that is for nothing.

Received a question on why this works so well


The reason that this UAV works best over the others is due to the duration it swarms. At max Retro it is close to 15 seconds of damage that happens no matter what happens to the Ship. So, that is a lot of damage being delivered even after the fact. Also we have the minimum damage values and there is a rumor that the minimum damage on the UAV is a bit higher than that of other weapons. This seems to hold true from my tests of hitting bases with this UAV in it.

Wednesday, June 29, 2016

The one ship to destroy them all!

Specs single ship build, for the 107 Draconian Stronghold


I will start with that this build has some bells and whistles that you might not have. I will also state that I am positive that not everyone will have what is needed. However, I am a firm believer in growing as a person and player and that this might help you decide what to take come Raid time, or maybe realize that you have these parts sitting around your intelligence lab doing nothing.
It is not the most efficient at killing the target, of course, taking 1 hour 30 minute to 1 hour 51 minutes of damage so far in tests I have done. But, in one month you can have it built and ranked and be able to do your five level 107 strongholds as you build others to go with it. I refer you back to this post that I made on tips for the FM to refresh your memory on what I believe works the best.

The build is as follows;


That single ship will do the 107 with no pinches and no coin if you are willing to wait about 2 hours per target. Yes, I do understand that not everyone can hit a target and walk away for two hours to come back later to do another. But, this option is there for those that can make that time and have the technology in their blueprints to pull this off. Also, this should give you an idea of the minimum you need for your CM tank to lead your other ships. There is plenty of videos around now of people using Dreads and DNX to do the 107 with pinches, and that is a very strategic way to approach the targets.

As well a single refit is needed to swap out the Reflective coating 3 with the Siege Battery 3, or even the CM loader 3 for the frontline CM platform. Either would be an improvement and get the repair time down drastically.

Video




Me? I hate having to rely on the Launch pad :D

Ask Specs Anything June 29, 2016

Can Centurions be built to do a 107 FM stronghold?


Today’s question comes from Merlin as new student of mine that is only about six months into the game. He needs to do the weekly, but does not have the punisher yet and his question was

“Hey Specs, can my Centurions do the 107?”

My reply:

Hey Merlin,
Yes, I think that the centurion can be built to handle the new 107 strongholds. You have to understand that it will not be optimum and that you will more than likely not do all five in one go. But, I do think that you can do probably three with the right tweaks to your current Centurion fleet. Remember the keys to the 107 are; Combat speed, Missile resistance, explosive resistance and plenty of Countermeasure to keep the mortars off you. With that in mind here is the Centurion refit I would do if I was in your shoes.


This should be enough firepower to take out the stands, be fast enough to get you to the platforms following the approved path I have shared with you and not need a pinch. Of course, a pinch would lower the damage you take significantly. Also, remember to park next to the Citadels to keep within their minimum range at firing their mortars that will save you some damage as well as only facing the mortars from each island.

Let me know how it goes and I would like to video the attempt so others might learn.


Hopefully, that will help some of you that do not have the Punisher, but have the Centurion and the technology shown. Or, at the very least give ideas of what to look out for during raids and what might be useful in the FM if they put the prizes in. If you do not have the old style Arbalest, then you will want at least 6 of the new D110-R and you could use Crossbow as well if needed.

Day in the life of new battle pirates player June 29, 2016

The struggle lives on!


Still plugging away here, refitting ships with the Reactive Armor 2, to help with missile damage. I finished my last warehouse to level 10 (only three built right now) so I can fill up to start Outpost 5. That is the goal today, to get enough resources to start that upgrade, finish refitting the Leviathans with Reactive armor 2 and prepare to do the Death Grip Campaign for the Mauler and Shockwave L mortar. I will have 15 bunker buster small to use in the campaign to ease my frustration and lower repair time. I figure I should be ready to go in the next day or two.

Once Outpost five is finished I will take the Advance lab up another level so I can research level 2 engine and hopefully have the hellstorm anti-mortar from the research lab finished to be refitted with the engines and make a push into do the new FM. That change has really set me back a lot in the game.

This will be the final build



I figure it should give me a fighting chance in the level 40, time will tell J wish me luck!

Tuesday, June 21, 2016

Better build ideas for new players for the next raid in July/August


Builds that are ready in time for the Hull raid in August to help lower and mid level players.


As was pointed out by Ex-Machina in a comment the builds I had listed were not helpful to him, and I am sure many others. So, here are some more ideas that are lower down the list of available tech, You still need phalanx II though from the Hunt the Nemesis campaign.

Capable of doing C sets

This fleet is Mercury and a CM Vindicator, the CM is the most important part and should be built first. You could add a couple of missiles on it to help with ranking before adding armor. Total fleet time to build should be around 15 days, and that would give you around ten days to help rank ships before next raid if you started it today.

https://www.dahippo.com/bp/ship/#!9P4C00I0I0I0H02163E3E3E3E3E3EP4C00I0I0I0H02163E3E3E3E3E3EP4C00I0I0I0H02163E3E3E3E3E3EP4C00I0I0I0H02163E3E3E3E3E3E05C00I0I0I0B02163E1A1A1A1A1A1AdC

Capable of doing B sets

This fleet is the great V2-H fleet, it will handle B sets and can do it for a decent repair or coin option once ranked. You could go with a dedicated CM ship like the Vindicator if you need to. The build time for each V2 is around 16 days (without officer), meaning that you could feasibly get two of these hulls built by the next raid, and the other two before the August raid. The ranking will be a bit harder if you add the armor first, without armor you could have all of them built 56 days total without an officer.

You will want to concentrate on any tokens that you can get your hands on to help speed this build up for August raid.

https://www.dahippo.com/bp/ship/#!9PM600J0J0J0J0I03172T3K3K1A1A3K3K3K3KPM600J0J0J0J0I03172T3K3K1A1A3K3K3K3KPM600J0J0J0J0I03172T3K3K1A1A3K3K3K3KPM600J0J0J0J0I03172T3K3K1A1A3K3K3K3K0ZZdC

Reasoning

I looked at the earlier builds and realized that Ex-Machina was correct for those that might not have the Harriers or Blades at lower levels. So, I wanted to make sure I provided something at basic as possible that could still handle the C sets. You could even get by with phalanx one on the C sets if you do not get to prize pack two in the campaign.

Hopefully, this is more helpful and helps Ex-Machina more than the original builds I posted.

Day in the life of a new battle pirate’s player June 21, 2016

Day 9

So, after taking the raid off I am back in the saddle again on the new account. I have three Levi with Diplo IV waiting for me, and my warehouses are going to be going to nine Today.  I am going to try to get to Tier 1 in the FM with what I have and hope it works, we shall see. No engines, no resistances, just the hull and weapon. The reason for this is because I still have to get OP to level five so that I can get my Advance Lab to the level to research the engine 2 and the Ablative armor to make this go. By next raid I should have a good mortar fleet ready to go that can be used to do the campaigns that allow for them, and use the raid to help me move forward with those campaigns.

Today I plan to do the following –

  1. Finish Warehouses to level nine
  2. Start fourth levi Diplo mort hull

Research is on hold right now as I need to get more resources available so I can research the stuff needed and not just keep it going. If I can keep from research all in the lab my level will not grow as fast as I am not bringing in all that resources, or having things complete that contribute to my experience.

The stuff that I deem important right now in my game is as follows.

Advance Lab
  • Solid Fuel booster
  • Auto Loader
  • Harden barrels
  • Reactive armor
  • Ablative armor
  • Layered Armor
  • Engine
  • Guidance scrambler
  • Caterpillar Drive
  • Nautilus Battery

Weapons lab
  • Rapier missiles I thru IV
  • Thud cannons I thru IV
  • Havoc I thru IV
  • Diplomat I/IV only
  • PeaceMaker 1/IV only
  • Hydra Rockets IV
  • Ripper IV
  • Hailstorm Anti-Mortar IV – Unless I happen to get Hellstorm B from the campaigns first, or raid or whatever.
  • Cutlass IV

Naval Lab
  • Ships up to Arbiter – With any luck you will get all the better ships from the Campaigns/FM (if offered) and raids.
  • Iron I thru IV
  • Steel I thru IV
  • Titanium III and IV
  • Depleted Uranium IV


With these research in place you have everything you need to unlock all Blueprints in the game and build decent enough researched fleets to get better hulls through campaigns, FM, and raids.

You will want to concentrate on four fleets.

  • First fleet is an FM/Mining fleet – This is going to be a ballistic/Mortar/Launcher type fleet
  • Second fleet will be an Assault style fleet – This will be missiles mostly
  • Third will be sub fleet – look for subs in the hull store, you can research predator for the cargo hitting early game until hull store comes around
  • Fourth will be baser – This can be any weapon that you like the most on a conquer style hull.


Level 24+ help with resources quick


With your Leviathan Hulls and diplomat mortars you will be able to do the shell the shore campaign targets 1 and 2 for resource and no repair. You should still be hitting level 40 cargos with your subs to get the fragments needed to do the Dreadnought once you get the needed pieces from the Weekly. This week I will provide details of the progress made with the Levi Diplomat mortars, I have Levi A but Levi will work too if you did not get that hull yet.

As always, any questions feel free to comment below.

Tuesday, June 14, 2016

A day in the Life of a New Battle Pirates Player June 14, 2016


Today the goal is to get to bunker buster, or close to it. The reason is that it will help with doing some of these campaigns when we get those long range weapons like Javelin and Halo firing at us. The bunker buster, even the small, will take them out easy. The method being used to be called daisy cutter spam in the day, but with the revamp of the rockets we have to do a bit more research to get a real rocket in those campaigns. This also means that I will have to upgrade my launch pad to at least level 3. I will start my Levi-A builds, and the plan is to put two hellstorm on them with 3x Diplo IV mortars. This should hopefully get me into the range of the stands in the 37 to allow T1 FM going forward and building up to T2.

The reason for the mortars over thuds, is that they have range, and right now I cannot get my thuds to match that range of 85 without doing upgrade advanced lab to 10 and researching Harden barrel 3, at that point I will have a ballistic range better than the mortar. The other is the splash, and it should damage the whole platform pretty good allowing me to kill faster and getting out of the target with the fleet intact.

I also encountered a snag with my initial plan to getting Advance lab to 8; I need to get the outpost to level 5 first, which means I have to get my Warehouses up even more. So, I will try to do the Levi-A build without the tech from the lab to see how I do. With this development, if possible I would keep one of the campaigns from the earlier levels around for quick resources, level 24 campaign resources are small, and that leaves me having to spend most of my time hitting cargos for resources to fill up.

Building Upgrades

•    Launchpad 2

Ship builds

•    Levi A – Diplomat IV x 3 (will refit engine and resistance after I get them done)

Research

•    Daisy cutter, medium, large
•    Widow Maker – Small
•    Bunker Buster - small

I did get through the first stage of the level 24 campaign this morning, and that got me the rockets. This rocket is an impressive weapon at this level and could help you with this campaign if you wanted to take the time to put them on a fleet. We have the BB-A that is built now and could be refitted with the rocket quicker than building new. I will not go that route as I am not that impressed with rockets.

With the level 24 campaign there are a few ways to tackle it. You do not need to use ballistics and chew through the walls if you do not want to go that route. You could do it with missiles, mortars, and even rockets if that is where you went to begin with. You might have some issue after target 3 with the bombards and flak guns in the targets. But, if you went with the researched rockets and got you some bunker busters, even those will not be an issue as you can just take them out and then come in with your desired fleet.

This play through I am trying it as they recommend, and it is possible, I am running two fleets that are instant repair and not even trying to drive as they die pretty quickly.

I end day eight at level 26

Monday, June 13, 2016

A day in the Life of a New Battle Pirates Player June 13, 2016



I took Sunday off, mostly because I just like to have time to do others things J So, today I will get the last warehouses to level 8 (this will give me three). I have to get my resources filled so that will be the focus. Ranking on the predators is pacing well, when I get engine 2 researched I will be refitting them to be a bit faster and help me in the higher level salvages. I thought I had all five Battle barges done, and I am missing one. Today promises to be a light day on building and researching as everything is taking quite a bit longer to do than the time I will spend in the game.

Building Upgrades
  •         Warehouse level 8 x 2

Ship builds
  •          Battle Barge A ballistic fleet.


The purpose of the battle barge ballistic fleet is to get through the level 24 campaign, I really only need the D2-E that is in prize pack two. You could go for the Rampart if you wished, but honestly with any lucky we will have a means to get better ships and save us Resources and needless level gaining with a hull that is not going be very useful. There is a rumor that we will be getting access to a new defensive hull in July raid. So, the goal is to get to a point that we can grind C level targets for the points needed for that hull. It alone will help determine the success in defending your base. Worse case, they will offer it in August hull store raid and we can get it then after another month of prepping.

This raid I will not be participating much and concentrating on getting to my goal of getting a fleet for the Forsaken Missions that are changing on the 22nd of June.


At the end of a week I am level 25 almost 26.

As always, if you have questions or want to see something ask I will do my best to accommodate.

Saturday, June 11, 2016

A day in the Life of a New Battle Pirates Player June 11, 2016



Today I am finishing my weekly, it is the last week of the easier FM so taking advantage of that. I will of course be building something I want to try with the tech you can get from the first few campaigns and research. I am not sure how this will do, but we have to find a way to get 150K each week two times. The idea is going to be using Levi-A with diplomat mortars. So, to accomplish this I am going to finish the longshot campaign and receive that blueprint so I can start building them later today when I get back home. I only have an hour this morning, so the goal is auto the 22 that is near the base with my thud IV marauder/bb-A and then do the campaign.

There are a few problems with my Levi-A build and that is I am not sure it is fast enough with engine 1. I also do not think it will have enough resistance/armor with just the first level of researched resistance special and the D1-C I managed to get. So, I am going to try to get my advance lab up to get Engine II, and Ablative Armor II.  Thinking that my chance for success will be greater this way, as those mortars coming at you are pretty nasty.

You will notice that I have not added my fourth warehouse yet, that is because to go from seven to eight is shorter and gives more resources than going a fourth warehouse from one to seven. It will take me just over 14 hours to do the three to eight and I will gain just under 3 million in total resources. Meanwhile, to go from level on to level seven I would gain just over 1.066 million in resources for a bit longer in time building. This is something you will want to keep in mind as you are upgrading, while having all your warehouses is nice for Uranium and Base parts, in the beginning it might be best to have just the three and get them maxed out.

Upgraded Buildings

·         Out post to level 4 (finished while I slept)
·         Advance lab to 7 (will be done tomorrow, starting 7 when I log for day)
·         Warehouse level 8

Ship builds

·         BB-A ballistic
·         Refit other BB-A to match the better ship

This is the build I have planned for the Levi-A I am not 100% sure this will work, BB-A are a bit faster so that might be what I need, not sure. Regardless I want this Levi-A fleet so that I can hit bases when I am in the mood. :D  



The time in huggy’s is off by almost 5 hours, it is just a hair over 1 day 21 hours in my shipyard. This means that while this fleet is building I will be doing mostly salvages to gain blueprints and rank on my subs.  I will finish my BB-A ballistic fleet and I will do the level 24 campaign with my Marauder thud IV fleet.

Friday, June 10, 2016

Day 5, new home, same information and helpful build against Revenge fleets

Day 5

Today is going to be a very light day as far as researching and upgrading go. I am at max level for my labs for OP 3, so I will have to go to OP 4 tonight before I log off. It is a 10-hour upgrade, so might as well do it while I am sleeping or at work. In the meantime, I will make room in the dock for my new dreadnaught fleet when I get all the pieces, and the war academy so I can field it without losing one of my other fleet slots.

I was talking about the basic research that had to get done and that I would not be studying things now that I did not need. The blueprints I will be getting require access to particular research technology. So, I did Diplomat IV mortars as they unlock Peacemaker IV. I will do Ripper IV for other Blueprints I will be getting soon. I will open Cutlass IV for other missiles blueprints. The ones before these are not needed at all and can be ignored to keep your resource requirements to a minimum.

What you want to do is take a look at the technology you have won in hitting cargos as that will tell you what you need. Then, you go to the lab and look at that piece and see what it needs. You will find that you do not need all the lower level stuff in the same group and only need the basics that we already did the first few days, and upgrades to the particular lab.
I do understand that I have knowledge of this beforehand, playing the game already for four years. So, this knowledge I have is being shared to help you with moving forward in Battle Pirates.

Upgraded Buildings

·         Dock to 4
·         War Academy to 4

Ship builds
·         2x BB-A to give me 4 in the fleet.

As there is not much information for today, I figured I would share a build for those that might have the Artemis hull. This one Ship can help you with Revenge fleets that hit your base, and you do not need much to make it useful. You need to make sure that It cannot be stunned for eight seconds so that you will want Agility System or the Shielded Electronics. Granted Pinch rockets do not last long on ships nowadays, but if you can take that from 8 seconds to 4 seconds, well it is helpful. You will also want some high explosive resistance so that if they want to rocket you, it will take them a few rockets. So, with using researchable technology and just use Shielded electronics or agility system if you have them (if not, then go without and take a chance).



That ship will plant mines in the channel that will float to the attacking ships; it will wreak havoc on the Revenge fleets at this time and give you a damage source that they will have issues. To the point, they will need to run a thermal ship with their fleet to pick them off.

Thursday, June 9, 2016

A day in the Life of a New Battle Pirates Player June 9, 2016

Today was spent mostly testing out the preds and learning to drive them again. After having use of tiger sharks, it is quite a different feel to when to turn and run and when to attack. Did manage to get a few fragments for the Dreads, so this will be the focus over the next week to get the hull and hopefully some superior technology from the cargo to put on it. The hull is 6 hours (roughly) alone, so probably looking at 12 hours per hull when I do get everything. I am rethinking the thud IV and thinking that if I can get some good mortars using them instead. I could have Diplo IV to put on them today if I wanted to start that research. The decision will come as I work on some possible builds.

The key is to get the Predator fleet done, which will happen later on today. They are about 4 hours for a refit on the two I do not have Havoc IV. Other than that it was a very light day as far as getting stuff done. Mostly because things are taking 4+ hours to complete. I will finish the FM this weekend I did the first run, and I am bored of it at this time.

I did manage to hit some 17 and 23 cargo for the last hour of play; I will check in later tonight to build the next upgrade and any research that I need.

Upgrades today

•    Weapons lab 7
•    Naval Lab to 7

Research

•    Auto loader 1
•    Ablative Panels 1 (base turret stand especially)
•    Diplomat IV mortars

Ship builds

•    Finished Predator fleet
•    Started to refit the first two with Havoc IV

Wednesday, June 8, 2016

A day in the Life of a New Battle Pirates Player June 8, 2016

Specs Day 3 battle pirates June 2016 Test

OK, so talking to some people on the forums (Xwolf1, and Seraph_Fate) they claimed that level 40 cargos can give the Dreadnaught pieces and that hull is a very nice one for the starter FM. You can get that and use it with Thud IV if nothing else until you get the Crossbow and even Arbalest from the weekly. I will try to get some videos to the daily posting when I get a chance to be on with one of those two, and they use their older fleets. In the meantime, I am going to push to Predators and the ability to farm level 40 cargos. This path forward will fit in with my advice on hitting your cargo as soon as you can and help us move forward in the game.  Also, when I get the Predator fleet done, I will get a video of it hitting a 40 cargo.

Remember to keep the Longshot campaign on the mastery level so you can fill to about three million (2.88 million total resources)  of resource quick if you need them.

Today’s progress

Finished the FM once through to tier 1, going this route we can see how long it takes to get a fleet capable of doing the level 37. I might try a BB-A with Diplomat mortars see how they do. Not sure how long it will take to build, my first ballistic was over 9 hours. We will see how long it takes to get the pieces to create the Dreadnaught.

Upgrades

•    weapons lab level 6
•    Naval lab level 5
•    warehouse x 3 Level 7
•    War Academy level 3

Research – Advance Lab, Naval Lab, Weapons Lab

•    Solid fuel booster
•    Predator Sub
•    steel 3
•    Havoc 3
•    Rapier 4
•    Started Havoc 4

Ships built

•    Finished one BB-A (started night before)
•    Finished Predator x 2
•    Started a second BB-A ballistic

Summary after three days

I had to play a bit longer due to trying to get the weekly done twice through tier 1 in less than two days. After three days I am on the path to doing level 51 cargos, and I will start doing level 40 with what I have right now. I have just under 3500 Uranium at this time, and I am taking a gamble with my free rolls hoping for something useful.

I have received the first three prizes in the weekly, and will get the Negotiator mortars either tonight or tomorrow. That should allow me to have a decent weapon to put on levi-A as soon as i hit 24. Right now I need the levi-a campaign to help me fill up when I need resources asap.

My level is 22, and it will be slowing down some as most basic research done.

Any questions feel free to comment below.

Ask Specs Anything June, 8 2016

Ask Specs Anything June, 8 2016

This week’s question comes from Agil:

If I have crusaders with arbs, should I use Autoloader 3?

Dear Agil,

Thanks for the question and it is a good one. I am sure many have a different opinion on this, and they are all valid.  The Arbalest does much better with autoloader three than without during the ranking process. Yes, you can build without it, but then you are stuck at a reload speed of 2.8 until you get some foundry work done. With Autoloader 3 you will be at 1.94 giving you more shots over the course of a battle that lasts a bit longer. At Legend rank, it is .70 without and .49 with autoloader 3. Meaning that in 2 seconds of fight you will get two without the autoloader and 4 with the special.
The DPS is just that much greater with Autoloader 3. Can you go without it? Of course, but you will get better performance from your crusader with it than without out. And this is a type of fleet that should do level 67 draconian strongholds for you if built right.

Here is an example of a build that could do multiple 67 stronghold holds. While you are building the fleet, you would do lower level ones until you get it ranked and all the technology I have listed. If you do not have the nuclear accelerator, then you can use harden barrel 3 and then make room by removing some armor. You can use any D5 armor in place of the D5-M I just used that as a place holder, and it is my favorite armor. Plus, the new draconian strongholds have some missile damage that you are not shooting down, so better penetrative protection the better.


Tuesday, June 7, 2016

A day in the life of a New Battle Pirates Player June 7, 2016

OK, so came to a realization that with the weekly changing on June 22, 2016, and the fact that I do not see anything less than level 37 draconian strongholds. That I wanted to test them with what I had now. This test was done so I could see if it was possible for a new player to use marauders to get to T1 in the FM from the start. Yeah, it was not pretty, and I did not even get a chance to fire on the targets with my Rapier missiles. So, the new plan going to get T1 this week (twice) as it can be done and then start on foundry. This also means I had to play a bit longer hitting the 18 strongholds to get the 150K today, then tonight before bed I will do another 150K letting me have the required technology to start on T1 foundry hulls.

Today I finished the tutorial and earned 27 coins, which I then used to coin 4 Marauders with Thud IV to do the weekly.  I also upgraded the advance lab to 5, while the Marauders is a waste of that coin, the advance lab is not. If you are to use these coins, do not do what I did for expediency sake, and use them to upgrade buildings and turret stands that you will have for the entire time you are playing.

These were coins I earned through Kixeye, so do not consider it a violation of the rules I set forth as you will also collect these coins.

I also upgrade Warehouses to level 6, I upgraded the dock to level 3, Advance lab to level 4, Naval and Weapon are still at four at this time. I also started BB-A with D30-N they have six less range but double the damage so I think I can make that work on the next Campaign at level 24. They are re-fittable, so if I am not happy with them, I can swap back to the Thud IV in a day or two. They take 9 hours and some change to build so that I can do two a day.

To do the level 37 strongholds I have to be able to hit the level 51 cargo, so that is next on the list to advance towards, I will be researching my torps and getting to Predators, along with getting my Engine research done. Would like to have engine 2 and Havoc IV for the level 51 cargos.

Remember the goal is to keep yourself below 50 as long as you can. So, I am only going to research what I need, and not what I want. Some things are required that you should not neglect.

Today’s progress

Upgrades

•    3x Warehouse level 6
•    Advance lab level 5
•    3x of each resource generator to 3 (This was to satisfy a tutorial requirement)

Research – Advance Lab, Naval Lab, Weapons Lab

•    Laser 1
•    Reactive Armor
•    Ablative armor
•    Guidance Scrambler
•    Engine 1
•    Started Harden Barrels 1 for ballistic fleet
•    Iron IV
•    Havoc 1
•    Havoc 2

Ships build

•    4x Thud IV Marauder with engine 1 and Iron 3
•    2x Rapier 1 with thruster 1 and Iron 3 (for tutorial)
•    Started BB-A Thud IV

Tomorrow try to push to Predators, the goal is to get them build as soon as I can after I finish the BB-A Ballistic fleet. I am also making a choice to not get Levi-A yet as the campaign is worth 500% so far with my Rapier missile Marauder on target 1 and 2, meaning that if I need resources fast I can do that to fill up quick and keep going. I plan to start on Cargos when I get my Preds built later this week/next week

My Level at this end of the day is 18


Any questions feel free to comment below.

Monday, June 6, 2016

A day in the life of a new Battle Pirates Player June 6, 2016

With the changes to the game and the fact that the old strongholds are making way for new garrison type ones. I wanted to see how it was starting new again; I just did a base at the beginning of the year, and I have yet to start on Kongregate, so this was a good chance to do this and record my progress. I will follow these four rules

1)    No officers – which is good because I do not think I can have them through Kongregate.
2)    No coins – We need to see how hard it is to progress through the weekly without the aid of coins.
3)    No help during raids – A new person will not have the contacts I do to help them in the raid. More than likely, This also means that it might be a couple of raids before I can do anything. We shall see if the complainers about how hard the game are right.
4)    My alliance and friends will not know who I am, and I will not ask for their help
I will, of course, use the Kongregate chat to talk to others while playing the game and relay anything they tell me.

I am starting this on June 6, 2016, and will play only 2 hours a day. This dedication of time will simulate the time that a new person might dedicate to the game and not allow me to expand beyond a point that a typical person might not reach.

I will follow the tutorial all the way through for the start. At the end of the two hours I will detail what I upgraded, started building ship wise, research, and if warranted will provide videos at the right time with my ship builds.

End of the first day I was able to get Naval Lab and Weapon Lab to four. I got the Advance lab to three, and Outpost is going to three.
What each Lab did research-wise –

Naval –
•    Iron 1 – 3
•    Up to Marauder for hulls

Weapon –
•    Thud 1 thru 4
•    Rapier 1 thru 3

Advanced Lab –
•    Thruster 1

I claimed all the prizes from the Down the Barrel Campaign, and I claimed the first prize from Long shot campaign. I did start building Marauder for the tutorial, which I will log back in to create the second one in an hour and 11 minutes. So, that I can finish long shot tomorrow. I do not plan to do any weekly this week, as it is Sunday and I am not sure I can have something ready by Tuesday night. I will probably hit 14 once the ship finishes and my Outpost finishes the upgrade. I have earned 13 coins from doing the tutorial. I played for 2 hours 21 minutes today.

Any questions feel free to comment below.